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Abstract

Automatic evaluation of sports skills has been an active research area. However, most of the existing research focuses on low-level features such as movement speed and strength. In this work, we propose a framework for automatic motion analysis and visualization, which allows us to evaluate high-level skills such as the richness of actions, the flexibility of transitions and the unpredictability of action patterns. The core of our framework is the construction and visualization of the posture-based graph that focuses on the standard postures for launching and ending actions, as well as the action-based graph that focuses on the preference of actions and their transition probability. We further propose two numerical indices, the Connectivity Index and the Action Strategy Index, to assess skill level according to the graph. We demonstrate our framework with motions captured from different boxers. Experimental results demonstrate that our system can effectively visualize the strengths and weaknesses of the boxers.

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... The student wore a VR-Head Mounted Display (HMD) and could see the results directly on the screen. Moreover, Shen et al. [36] focused their work on the construction and visualization of the posture-based graph that focuses on the standard postures for launching and ending actions. They propose two numerical indices, the Connectivity Index and the Action Strategy Index, to measure skill level and the strengths and weaknesses of the boxers. ...
... The proposed system has the potential to provide support in assessing posture after sports injuries, particularly in martial arts, such as karate, where posture is fundamental to performing the sport correctly [24,25,36], and to monitor martial arts athletes after injuries to support the restoration of their movements and position. The superposition of 3D bone models reconstructed from medical imaging develops a more physiologically relevant environment. ...
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Rehabilitation is a vast field of research. Virtual and Augmented Reality represent rapidly emerging technologies that have the potential to support physicians in several medical activities, e.g., diagnosis, surgical training, and rehabilitation, and can also help sports experts analyze athlete movements and performance. In this study, we present the implementation of a hybrid system for the real-time visualization of 3D virtual models of bone segments and other anatomical components on a subject performing critical karate shots and stances. The project is composed of an economic markerless motion tracking device, Microsoft Kinect Azure, that recognizes the subject movements and the position of anatomical joints; an augmented reality headset, Microsoft HoloLens 2, on which the user can visualize the 3D reconstruction of bones and anatomical information; and a terminal computer with a code implemented in Unity Platform. The 3D reconstructed bones are overlapped with the athlete, tracked by the Kinect in real-time, and correctly displayed on the headset. The findings suggest that this system could be a promising technology to monitor martial arts athletes after injuries to support the restoration of their movements and position to rejoin official competitions.
... Early methods formulate in-between motions as motion planning problem [Wang et al. 2015[Wang et al. , 2013Ye and Liu 2010], which requires solving complex optimizations and are prohibitively slow for real-time applications. Data-driven methods have also been developed [Kovar et al. 2008;Min and Chai 2012;Shen et al. 2017]. However, to handle arbitrary in-between motions and target frames, the size of needed data in memory grows exponentially [Harvey et al. 2020]. ...
... Alternatively, data-driven methods can avoid slow optimizations by searching in structured data, e.g. motion graphs [Kovar et al. 2008;Min and Chai 2012;Shen et al. 2017]. However, since the control or constraints can be diverse, the size of needed data in memory to cover all situations grows exponentially [Harvey et al. 2020], leading to unaffordable space complexity. ...
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Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability and speed , which renders any methods that need offline computation (or post-processing) or cannot incorporate (often unpredictable) user control undesirable. To this end, we propose a new real-time transition method to address the aforementioned challenges. Our approach consists of two key components: motion manifold and conditional transitioning. The former learns the important low-level motion features and their dynamics; while the latter synthesizes transitions conditioned on a target frame and the desired transition duration. We first learn a motion manifold that explicitly models the intrinsic transition stochasticity in human motions via a multi-modal mapping mechanism. Then, during generation, we design a transition model which is essentially a sampling strategy to sample from the learned manifold, based on the target frame and the aimed transition duration. We validate our method on different datasets in tasks where no post-processing or offline computation is allowed. Through exhaustive evaluation and comparison, we show that our method is able to generate high-quality motions measured under multiple metrics. Our method is also robust under various target frames (with extreme cases).
... Early methods formulate in-between motions as motion planning problem [Wang et al. 2015[Wang et al. , 2013Ye and Liu 2010], which requires solving complex optimizations and are prohibitively slow for real-time applications. Data-driven methods have also been developed [Kovar et al. 2008;Min and Chai 2012;Shen et al. 2017]. However, to handle arbitrary in-between motions and target frames, the size of needed data in memory grows exponentially [Harvey et al. 2020]. ...
... Alternatively, data-driven methods can avoid slow optimizations by searching in structured data, e.g. motion graphs [Kovar et al. 2008;Min and Chai 2012;Shen et al. 2017]. However, since the control or constraints can be diverse, the size of needed data in memory to cover all situations grows exponentially [Harvey et al. 2020], leading to unaffordable space complexity. ...
Preprint
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Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability and speed, which renders any methods that need offline computation (or post-processing) or cannot incorporate (often unpredictable) user control undesirable. To this end, we propose a new real-time transition method to address the aforementioned challenges. Our approach consists of two key components: motion manifold and conditional transitioning. The former learns the important low-level motion features and their dynamics; while the latter synthesizes transitions conditioned on a target frame and the desired transition duration. We first learn a motion manifold that explicitly models the intrinsic transition stochasticity in human motions via a multi-modal mapping mechanism. Then, during generation, we design a transition model which is essentially a sampling strategy to sample from the learned manifold, based on the target frame and the aimed transition duration. We validate our method on different datasets in tasks where no post-processing or offline computation is allowed. Through exhaustive evaluation and comparison, we show that our method is able to generate high-quality motions measured under multiple metrics. Our method is also robust under various target frames (with extreme cases).
... In [13], the posture-based graph method was applied to analyze the movements, while the shadow boxing motions of the boxer were captured using an optical motion capture system. Visualization of movements was one of the main objectives of the study. ...
... Here, a very interesting approach to movement recognition is applied-tracking poses when moving. As the authors write in [13], "the posture-based graph focuses on evaluating the common postures that are used to start and end actions. In such a graph, the nodes represent similar postures and the edges represent similar actions". ...
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This work aimed to study the automation of measuring the speed of punches of boxers during shadow boxing using inertial measurement units (IMUs) based on an artificial neural network (ANN). In boxing, for the effective development of an athlete, constant control of the punch speed is required. However, even when using modern means of measuring kinematic parameters, it is necessary to record the circumstances under which the punch was performed: The type of punch (jab, cross, hook, or uppercut) and the type of activity (shadow boxing, single punch, or series of punches). Therefore, to eliminate errors and accelerate the process, that is, automate measurements, the use of an ANN in the form of a multilayer perceptron (MLP) is proposed. During the experiments, IMUs were installed on the boxers’ wrists. The input parameters of the ANN were the absolute acceleration and angular velocity. The experiment was conducted for three groups of boxers with different levels of training. The developed model showed a high level of punch recognition for all groups, and it can be concluded that the use of the ANN significantly accelerates the collection of data on the kinetic characteristics of boxers’ punches and allows this process to be automated.
... In [13], the posture-based graph method was applied to analyze the movements, while the shadow boxing motions of the boxer were captured using an optical motion capture system. Visualization of movements was one of the main objectives of the study. ...
... Here, a very interesting approach to movement recognition is applied-tracking poses when moving. As the authors write in [13], "the posture-based graph focuses on evaluating the common postures that are used to start and end actions. In such a graph, the nodes represent similar postures and the edges represent similar actions". ...
Article
Full-text available
This work aimed to study the automation of measuring the speed of punches of boxers during shadow boxing using inertial measurement units (IMUs) based on an artificial neural network (ANN). In boxing, for the effective development of an athlete, constant control of the punch speed is required. However, even when using modern means of measuring kinematic parameters, it is necessary to record the circumstances under which the punch was performed: The type of punch (jab, cross, hook, or uppercut) and the type of activity (shadow boxing, single punch, or series of punches). Therefore, to eliminate errors and accelerate the process, that is, automate measurements, the use of an ANN in the form of a multilayer perceptron (MLP) is proposed. During the experiments, IMUs were installed on the boxers’ wrists. The input parameters of the ANN were the absolute acceleration and angular velocity. The experiment was conducted for three groups of boxers with different levels of training. The developed model showed a high level of punch recognition for all groups, and it can be concluded that the use of the ANN significantly accelerates the collection of data on the kinetic characteristics of boxers’ punches and allows this process to be automated.
... Recent work has shown that hand tremor can be modelled and reduced by deep learning as a denoising process [20], but the use of frequency is still yet to be considered. Similarly, frequency information is likely to be useful for sports motion analysis and visualisation [21]. In addition, the users can extend our system for multi-class classification tasks by minor modifications on the final fully connected layer. ...
Preprint
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Early prediction is clinically considered one of the essential parts of cerebral palsy (CP) treatment. We propose to implement a low-cost and interpretable classification system for supporting CP prediction based on General Movement Assessment (GMA). We design a Pytorch-based attention-informed graph convolutional network to early identify infants at risk of CP from skeletal data extracted from RGB videos. We also design a frequency-binning module for learning the CP movements in the frequency domain while filtering noise. Our system only requires consumer-grade RGB videos for training to support interactive-time CP prediction by providing an interpretable CP classification result.
... Recent work has shown that hand tremor can be modelled and reduced by deep learning as a denoising process [20], but the use of frequency is still yet to be considered. Similarly, frequency information is likely to be useful for sports motion analysis and visualisation [21]. In addition, the users can extend our system for multi-class classification tasks by minor modifications on the final fully connected layer. ...
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Early prediction is clinically considered one of the essential parts of cerebral palsy (CP) treatment. We propose to implement a low-cost and interpretable classification system for supporting CP prediction based on General Movement Assessment (GMA). We design a Pytorch-based attention-informed graph convolutional network to early identify infants at risk of CP from skeletal data extracted from RGB videos. We also design a frequency-binning module for learning the CP movements in the frequency domain while filtering noise. Our system only requires consumer-grade RGB videos for training to support interactive-time CP prediction by providing an interpretable CP classification result.
... Motion capture technology has been widely applied within sports science and the healthcare sectors. Shen et al. [Shen et al. 2017] proposed a visualization framework for evaluating the skills level of the player in sports such as boxing. In the healthcare sector, optical MOCAP data has been used for Diagnosing Musculoskeletal and Neurological Disorder [Rueangsirarak et al. 2018]. ...
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With the rapid increase in individuals participating in resistance training activities, the number of injuries pertaining to these activities has also grown just as aggressively. Diagnosing the causes of injuries and discomfort requires a large amount of resources from highly experienced physiotherapists. In this paper, we propose a new framework to analyse and visualize movement patterns during performance of four major compound lifts. The analysis generated will be used to efficiently determine whether the exercises are being performed correctly, ensuring anatomy remains within its functional range of motion, in order to prevent strain or discomfort that may lead to injury.
... In this section, we will first review existing examples of AR in various industries. While Virtual Reality (VR) and interactive computer graphics have been used for teaching and learning, such as partner dancing [3], visualizing wrestling [4], [5] and boxing [6], [7] skills, in the last two decades, more attention has been paid on vision-based frameworks which make use of cameras and sensors. By capturing the information from the surrounding using cameras and sensors, useful feedback can be provided to the user, such as posture monitoring [8] and interacting with virtual objects using body movement [9], [10]. ...
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Connecting network cables to network switches is a time-consuming and inefficient task, and requires extensive documentation and preparation beforehand to ensure no service faults are encountered by the users. In this paper, a new AR smartphone application that overlays network switch information over the user’s vision is designed and developed for real working environment to increase user’s efficiency in working with a network switch. Specifically, the prototype of the AR App is developed on the Android platform using both the Unity game engine and Vuforia AR library and connecting to the network switch to retrieve network information through telnet. By using the camera on the smartphone for capturing the visual information from the working environment, i.e. the network switch in this App, the network switch information such as speed, types, etc. will be overlaid on each port on the smartphone screen. A user study was conducted to evaluate the effectiveness of the AR App to assist users in performing network tasks. In particular, participants were tasked with connecting switchports to a patch panel to match up corresponding configurations. After three tests, it was found that the times for completion and mistakes made were reduced in the final test when compared to the first. This highlights the positive effects of the application in improving the user’s efficiency.
... Shen et al. focus on motion analysis and visualisation. The proposed system enables the high-level analysis of motion quality based on the connectivity and variety of motion in a database, supporting applications in sports training and rehabilitation [3] . Ronan Boulic received the Ph.D. degree in computer science from University of Rennes, France, in 1986 and the Habilitation degree in computer science from University of Grenoble, France, in 1995. ...
Conference Paper
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This paper proposes a methodology that allows users to control character's motion interactively but continuously. Inspired by the work of Gleicher et al. (GSKJ03), we propose a semi-automatic method to build fat graphs where a node corresponds to a pose and its incoming and outgoing edges represent the motion segments starting from and ending at similar poses. A group of edges is built into a fat edge that parameterizes similar motion segments into a blendable form. Employing the existing motion transition and blending methods, our run-time system allows users to control a character interactively in continuous parameter spaces with conventional input devices such as joysticks and the mice. The capability of the proposed methodology is demonstrated through several applications. Although our method has some limitations on motion repertories and qualities, it can be adapted to a number of real-world applications including video games and virtual reality applications.
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This paper presents an inverse kinematics system based on a learned model of human poses. Given a set of constraints, our system can produce the most likely pose satisfying those constraints, in realtime. Training the model on different input data leads to different styles of IK. The model is represented as a probability distribution over the space of all possible poses. This means that our IK system can generate any pose, but prefers poses that are most similar to the space of poses in the training data. We represent the probability with a novel model called a Scaled Gaussian Process Latent Variable Model. The parameters of the model are all learned automatically; no manual tuning is required for the learning component of the system. We additionally describe a novel procedure for interpolating between styles.
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There are many applications that demand large quantities of natural looking motion. It is difficult to synthesize motion that looks natural, particularly when it is people who must move. In this paper, we present a framework that generates human motions by cutting and pasting motion capture data. Selecting a collection of clips that yields an acceptable motion is a combinatorial problem that we manage as a randomized search of a hierarchy of graphs. This approach can generate motion sequences that satisfy a variety of constraints automatically. The motions are smooth and human-looking. They are generated in real time so that we can author complex motions interactively. The algorithm generates multiple motions that satisfy a given set of constraints, allowing a variety of choices for the animator. It can easily synthesize multiple motions that interact with each other using constraints. This framework allows the extensive re-use of motion capture data for new purposes.
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A computer simulation model of human airborne movement is described. The body is modelled as 11 rigid linked segments with 17 degrees of freedom which are chosen with a view to modelling twisting somersaults. The accuracy of the model is evaluated by comparing the simulation values of the angles describing somersault, tilt and twist with the corresponding values obtained from film data of nine twisting somersaults. The maximum deviations between simulation and film are found to be 0.04 revolutions for somersault, seven degrees for tilt and 0.12 revolutions for twist. It is shown that anthropometric measurement errors, from which segmental inertia parameters are calculated, have a small effect on a simulation, whereas film digitization errors can account for a substantial part of the deviation between simulation and film values.
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I used a computer simulation model of aerial movement to investigate the techniques for producing and controlling rotations of the human body during free flight. I found that the rotational motion can change from a twisting somersault to a nontwisting somersault by flexing at the hips at a suitable time. Twist may be produced in the aerial phase by means of asymmetrical movements of arms or hips, which result in a tilting of the longitudinal axis away from the plane perpendicular to the angular momentum vector. Asymmetrical movements may also remove the tilt and stop the twist. Elite performances of twisting somersaults are characterized by a large contribution from aerial twisting techniques. A progression of movements is presented for learning a double somersault with one and a half twists in the second somersault.
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The Gaussian process latent variable model (GPLVM) is a novel unsupervised approach to nonlinear low dimensional embedding proposed by Lawrence (2005). This paper presents the development of a framework for the implementation of the GPLVM for fault detection. A series of experiments have been carried out comparing and combining the GPLVM to the conventional and widely used linear dimension reduction technique of principal component analysis (PCA). The inclusion of the GPLVM for the visualisation and data analysis, led to a considerable improvement in the classification results
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This tutorial provides an overview of the basic theory of hidden Markov models (HMMs) as originated by L.E. Baum and T. Petrie (1966) and gives practical details on methods of implementation of the theory along with a description of selected applications of the theory to distinct problems in speech recognition. Results from a number of original sources are combined to provide a single source of acquiring the background required to pursue further this area of research. The author first reviews the theory of discrete Markov chains and shows how the concept of hidden states, where the observation is a probabilistic function of the state, can be used effectively. The theory is illustrated with two simple examples, namely coin-tossing, and the classic balls-in-urns system. Three fundamental problems of HMMs are noted and several practical techniques for solving these problems are given. The various types of HMMs that have been studied, including ergodic as well as left-right models, are described
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In this paper we present a novel method for creating realistic, controllable motion. Given a corpus of motion capture data, we automatically construct a directed graph called a motion graph that encapsulates connections among the database. The motion graph consists both of pieces of original motion and automatically generated transitions. Motion can be generated simply by building walks on the graph. We present a general framework for extracting particular graph walks that meet a user's specifications. We then show how this framework can be applied to the specific problem of generating different styles of locomotion along arbitrary paths.
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We approach the problem of stylistic motion synthesis by learning motion patterns from a highly varied set of motion capture sequences. Each sequence may have a distinct choreography, performed in a distinct style. Learning identifies common choreographic elements across sequences, the different styles in which each element is performed, and a small number of stylistic degrees of freedom which span the many variations in the dataset. The learned model can synthesize novel motion data in any interpolation or extrapolation of styles. For example, it can convert novice ballet motions into the more graceful modern dance of an expert. The model can also be driven by video, by scripts, or even by noise to generate new choreography and synthesize virtual motion-capture in many styles. In Proceedings of SIGGRAPH 2000, July 23-28, 2000. New Orleans, Louisiana, USA. This work may not be copied or reproduced in whole or in part for any commercial purpose. Permission to copy in whole o...
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